










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.0 |
| Addons | Embers of Rage 1.6.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Items Vault 1.6.0Donators/Buyers bonus! Demon Seeds Plus 1.5.0Gives some unused demon seeds (Khulmanar, Walrog) new skills and adds new unique seeds (Draebor, Lithfengel, Shasshhiy'Kaish, Kryl-Feijan, Corrupted Daleach). If any of the abovementioned demons appears somewhere they shouldn't, please report it in the form thread. Changelog: Plenum Tooltip: Enhanced tooltips v 2.7 for ToME 1.5.0 1.5.0Plenum ToolTip: Enhanced tooltip display for ToME version 2.4 for ToME 1.3.0 This addon replaces the normal tooltip for actors in TOME with a more detailed description of monster abilities and characteristics. It adds to the standard tooltip detailed information on speed, main-hand, off-hand, and ranged damage, and damage modifiers and extra crit power, including damage penetration and damage affinities, plus retaliation damage, depending on what options are selected (from a tab in Game Options menu). This makes it much easier to inspect multiple monsters and quickly identify the most threatening. By holding a meta-key (ctrl, alt, or shift) and hovering the mouse over a monster, information on its status immunities and talents is displayed. In addition, information on temporary terrain features (like smoke and darkness) and map effects (from spells and the like) will be displayed in the terrain tooltip if the appropriate options are enabled. Possessor Bonus Class 1.6.0Donators/Buyers bonus! Better Item Description 1.6.0This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game ID leveling after main company 1.5.5Addon allows to level up above lvl 50 in ID after completing main company. Only Ruined Dungeon is changed. Unlike Infinite500 addon, which is much deeper, there no other changes. When winner complete Ruined Dungeon quest and entering to Infinite Dungeon: Select your Escorts 1.6.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Ashes of Urh'Rok 1.6.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Melinda on the Map 1.1.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. Merchant Rerolls 1.3.1This addon adds the ability to 'reroll' a merchant item. More specifically, this allows you to spend 400 gold if you get an item that you don't like, to gain a brand new one. Be warned that once an item is gone, it will forever be gone, and you will never get it back. Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. Charsheet Talents Improvement 1.2.3Improves the charsheet talents listing. Note: might be be implemented by next patch Improved Auto-explore and Rest 1.5.5Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Forbidden Cults 1.6.0Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Infinite |
| Mode | Insane Roguelike |
| Sex | Female |
| Race | Yeek |
| Class | Adventurer |
| Level / Exp | 42 / 60% |
| Size | small |
| Lifes / Deaths | Killed by Vor, Grand Geomancer of the Pride at level 42 on the 29th Dusk 122nd year of Ascendancy at 19:19 / 1 |
Primary Stats
| Strength | 56 (base 25) |
| Dexterity | 30 (base 12) |
| Constitution | 17 (base 22) |
| Magic | 104 (base 60) |
| Willpower | 28 (base 12) |
| Cunning | 99 (base 60) |
Resources
| Mana | 167/246 |
| Psi | 108/108 |
| Vim | 214/214 |
| Life | -213/634 |
| Stamina | 268/268 |
| Healing Factor | 1.2561497326204 |
| Regeneration | 0.31403743315509 |
Speed
| Mental | -12% |
| Attack | -12% |
| Movement | +48.4828146099% |
| Spell | -12% |
| Global | +112.331902676% |
Vision
| Sight | 10 |
| Lite | 8 |
| Infravision | 10 |
| See Stealth | 51.120376958737 |
| See Invisible | 58.120376958737 |
| ESP Range | 10 |
| ESP Kinds | dragon |
Offense: Mainhand
| Damage | 46 |
| Accuracy | 56 |
| Crit Chance | 42% |
| APR | 14 |
| Speed | 1.14 |
Offense: Offhand
| Damage | 31 |
| Accuracy | 56 |
| Crit Chance | 44% |
| APR | 16 |
| Speed | 1.14 |
Offense: Spell
| Spellpower | 71 |
| Crit Chance | 63% |
| Speed | 1.1363636363636 |
Offense: Mind
| Mindpower | 41 |
| Crit Chance | 35% |
| Speed | 1.1363636363636 |
Offense: Damage Bonus
| Blight | +20% |
| Physical | +24% |
| Cold | +12% |
| All | 0% |
| Lightning | +132% |
| Temporal | +21% |
| Darkness | +9% |
| Mind | +15% |
| Fire | +15% |
| Nature | +10% |
Offense: Damage Penetration
| Acid | +35% |
| Physical | +40% |
| Cold | +30% |
| All | +25% |
| Darkness | +45% |
| Light | +50% |
| Temporal | +35% |
| Fire | +45% |
| Lightning | +91% |
Defense: Base
| Armour (hardiness) | 36 (45%) |
| Defense | 48 |
| Ranged Defense | 55 |
| Fatigue | 0 |
| Physical Save | 42 |
| Spell Save | 46 |
| Mental Save | 59 |
Defense: Resistances
| Blight | + 28%( 70%) |
| Physical | + 24%( 70%) |
| Cold | + 36%( 70%) |
| All | + 16%( 70%) |
| Lightning | + 39%( 70%) |
| Temporal | + 43%( 70%) |
| Darkness | + 34%( 70%) |
| Mind | + 26%( 70%) |
| Fire | + 48%( 70%) |
| Nature | + 8%( 70%) |
Defense: Immunities
| Stun Resistance | 55% |
| Confusion Resistance | 100% |
| Poison Resistance | 0% |
| Blind Resistance | 100% |
| Silence Resistance | 54% |
| Pinning Resistance | 100% |
| Disarm Resistance | 34% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 0% |
Inscriptions (4/4)
| Runes | Effective talent level: 1.3 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 620 damage for 5 turns. Its effects scale with your Magic stat. |
| Infusions | Effective talent level: 1.3 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
| Runes | Effective talent level: 1.3 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 275 damage for 4 turns. Its effects scale with your Dexterity stat. |
| Runes | Effective talent level: 1.3 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 21 Travel Speed: instantaneous Usage Speed: Spell (114% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1211% for 10 turns (48 total) and instantly restoring 61 mana. Also when resting your mana will regenerate at 0.5 per turn. |
Class Talents
| Spell / Temporal | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Corruption / Bone | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Spell / Air | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
| Spell / Enhancement | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Chronomancy / Temporal Guardian | 1.30 |
| 1/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Generic Talents
| Technique / Combat training | 1.30 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Augmented mobility | 1.30 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Aegis | 1.30 |
| 3/5 |
| 5/5 |
| 3/5 |
| 1/5 |
| Spell / Conveyance | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Race / Yeek | 1.30 |
| 1/5 |
| 4/5 |
| 3/5 |
| 0/5 |
| Psionic / Finer energy manipulations | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| talent | Arcane Shield |
| talent | Bone Shield |
| talent | Thunderstorm |
| talent | Feather Wind |
| talent | Skate |
| talent | Shock Hands |
| talent | Chant of Fortress |
| talent | Shielding |
| talent | Beyond the Flesh |
| detrimental effect | The target is on fire, taking 110.84 fire damage per turn. Burning |
| detrimental effect | The more you use runes, the longer they will take to recharge (+1 cooldowns). Runic Saturation |
| detrimental effect | The target is stunned, reducing damage by 50%, putting 3 random talents on cooldown and reducing movement speed by 50%. While stunned talents cooldown twice as slow. Stunned |
| detrimental effect | Zone-wide effect: +10% nature damage, -10% nature resistance, -10% ranged defense, -20% poison immunity. Slimy floor |
| detrimental effect | Badly off balance. Global damage is reduced by 15%. Off-balance |
Quests
You successfully escorted the lost sun paladin to the recall portal on level 10 of Infinite Dungeon. Escort: lost sun paladin (level 10 of Infinite Dungeon)As a reward you improved Magic by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 8 of Infinite Dungeon. Escort: lost sun paladin (level 8 of Infinite Dungeon)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 5 of Infinite Dungeon. Escort: repented thief (level 5 of Infinite Dungeon)As a reward you improved talent Track (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 17 of Infinite Dungeon. Escort: worried loremaster (level 17 of Infinite Dungeon)As a reward you improved Magic by +5. | done |
You failed to protect the worried loremaster from death by elven cultist. Escort: worried loremaster (level 33 of Infinite Dungeon) | failed |
You successfully escorted the worried loremaster to the recall portal on level 36 of Infinite Dungeon. Escort: worried loremaster (level 36 of Infinite Dungeon)As a reward you improved Magic by +5. | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 10): ExterminatorYou completed the challenge and received: Random Artifact: Umbraslicer (1 def, 0 armour) | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 12): Exterminator | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 13): ExterminatorYou completed the challenge and received: +3 Stat Points | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 14): ExterminatorYou completed the challenge and received: +1 Class Point | done |
Kill 3 spawns of Urh'Rok on the level before killing any elite creatures. Infinite Dungeon Challenge (Level 18): Headhunter2 / 3 demon spawn killed. | failed |
Proceed to the next Infinite Dungeon level with -7 sight range. Infinite Dungeon Challenge (Level 20): Near SightedYou completed the challenge and received: +3 Stat Points | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 21): ExterminatorYou completed the challenge and received: Random Artifact: Blazewyrd | done |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 25): PacifistYou completed the challenge and received: +3 Stat Points and +3 Stat Points | done |
Wake up and kill the dreaming horror boss 'Ivethra the dreaming horror'. Infinite Dungeon Challenge (Level 26): Dream HunterYou completed the challenge and received: +3 Stat Points | done |
Proceed directly to the next Infinite Dungeon level in less than 233 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 27): Rush Hour (233)Turns left: 172 You completed the challenge and received: Random Artifact: Yvera | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 28): ExterminatorYou completed the challenge and received: +1 Generic Point | done |
Proceed directly to the next Infinite Dungeon level in less than 422 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 30): Rush Hour (422)Turns left: 113 You completed the challenge and received: +3 Stat Points | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 31): ExterminatorYou completed the challenge and received: Random Artifact: Skyrage (100% power, 3 apr) | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 32): ExterminatorYou completed the challenge and received: Random Artifact: Murkglamour (0 def, 13 armour) | done |
Proceed to the next Infinite Dungeon level with -7 sight range. Infinite Dungeon Challenge (Level 34): Near SightedYou completed the challenge and received: +1 Generic Point | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 4): ExterminatorYou completed the challenge and received: +1 Class Point | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 5): ExterminatorYou completed the challenge and received: +3 Stat Points | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 6): ExterminatorYou completed the challenge and received: +1 Class Point | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 7): ExterminatorYou completed the challenge and received: +1 Class Point | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 8): ExterminatorYou completed the challenge and received: Random Artifact: Blizzardstrider | done |
Proceed directly to the next Infinite Dungeon level in less than 59 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 9): Rush Hour (59)Turns left: 42 You completed the challenge and received: +1 Generic Point | done |
You have entered the Infinite Dungeon. There is no going back now. The Infinite DungeonGo deep, fight, win or die in a blaze of glory! | active |
Equipment
| Psionic focus | dragonbone magestaff 'Samokor' (136% power, 6 apr, lightning element)5.0 T5 staff 1H weapon [Rare] Master Power 137% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.5% proc dam (max 250%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: Stats +2 Str dps ---------- Spell.crit +15% Crit.mult +19.00% Spell.pwr +15 (+3 eff.) Dmg.mod +30% lightning +9% mind Res.pen +15% physical ----- def ----- Resists +21% lightning Crit.dmg- 15.00% Mind.save +9 (+2 eff.) Heal.mod +20% ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
| On hands | Anavon the Wintersnake (0 def, 2 armour)1.0 T3 hands armor [Random Unique] Arcane/Psionic While equipped: dps ---------- Spell.crit +6% Spell.pwr +7 (+1 eff.) Melee+ 7 temporal Ranged+ 10 temporal Dmg.mod +6% temporal +12% cold Res.pen +10% temporal +5% cold Acc +7 (+3 eff.) ----- def ----- Armour +2 Resists +17% temporal +3% cold Phys.save +7 (+2 eff.) Mind.save +6 (+1 eff.) Disarm- +34% ---------- misc Mana/turn +0.15 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Light source | Blazewyrd1.0 T3 lite [Rare] Master/Psionic While equipped: dps ---------- Spell.crit +2% Mind.crit +7% Spell.pwr +6 (+1 eff.) Mind.pwr +6 (+2 eff.) S.pwr/crit +6 Dmg.mod +6% blight Res.pen +10% lightning ----- def ----- Mind.save +11 (+3 eff.) ---------- misc Light +7 See.Stealth +10 See.Invis +17 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Airravager the drakeskin leather hat (6 def, 11 armour)2.0 T5 head armor [Rare] Master While equipped: Stats +4 Str dps ---------- Crit.mult +20.00% Phys.pwr +8 (+3 eff.) Dmg.mod +9% lightning +24% physical Apr +4 ----- def ----- Armour +11 Defense +6 (+2 eff.) Fatigue +5% ---------- misc Infravis +4 A hat made of leather. Very stylish. |
| On feet | Emurawe the Brightgrit (0 def, 4 armour)3.0 T3 feet armor [Rare] Master While equipped: dps ---------- Dmg.mod +15% lightning +15% fire Res.pen +20% fire Melee Ret 6 fire On Hit (Melee): * 20% chance to reduce all saves and defense by 26 ----- def ----- Armour +4 Fatigue +3% Resists +8% fire +12% mind +7% cold Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Tool | Eternity's Counter2.0 T4 misc tool [Unique] Arcane While equipped: dps ---------- Mov.spd +16% Phys.spd -12% Spell.spd -12% Mind.spd -12% Dmg.mod +15% temporal +0% all ----- def ----- Resists +15% temporal +12% all Dmg.red +10 all Offers either offensive or defensive benefits, depending on the position of the sands. Switching the direction of flow takes no time. Flip the hourglass (sands currently flowing towards stability). Uses 20 power out of 20/20 This hourglass of otherworldly crystal appears to be filled with countless tiny gemstones in place of sand. As they fall, you feel the flow of time change around you. |
| On fingers | gold ring 'Shimmerpride'0.1 T3 ring jewelry [Rare] Psionic While equipped: Stats +3 Str +3 Wil dps ---------- Dmg.mod +12% lightning Res.pen +10% lightning +10% acid ----- def ----- Mind.save +7 (+2 eff.) Confus- +22% ---------- misc Light +1 Telepathy Dragon Rings can have magical properties. |
| On fingers | Wheel of Fate0.1 T4 ring jewelry [Unique] Arcane While equipped: Stats +10 Mag +2 Wil +14 Cun dps ---------- Spell.pwr +9 (+2 eff.) Dmg.mod +14% blight +6% mind Res.pen +15% lightning ----- def ----- Resists +14% blight Spell.save +12 (+4 eff.) Can be unequipped or rerolled. Re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50. Uses 1 power out of 1/1 "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
| Around neck | The Black Core0.1 T2 amulet jewelry [Unique] Arcane While equipped: dps ---------- Spell.pwr +5 (+1 eff.) ----- def ----- Resists +15% darkness Die.at -100.00 life Blind- +100% ---------- misc Infravis +6 Masteries +0.20 Corruption/Black-magic ShadowPwr +5 Grants spellpower equal to your Shadow Power. "Lock your soul away, and death will never reach you." |
| In main hand | magewarrior's short elven-wood magestaff of fate (129% power, 5 apr, lightning element)5.0 T4 staff 1H weapon [Ego+] Arcane/Master Power 129% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +1.3% proc dam (max 250%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Phys.crit +6.0% Spell.crit +12% Phys.pwr +7 (+3 eff.) Spell.pwr +18 (+4 eff.) Dmg.mod +25% lightning Acc +6 (+2 eff.) ----- def ----- Phys.save +7 (+2 eff.) Spell.save +8 (+3 eff.) Mind.save +8 (+2 eff.) ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
| Around waist | Dagurohir the hardened leather belt1.0 T3 belt armor [Random Unique] Master While equipped: Stats +2 Cun +7 Str ----- def ----- Defense +11 (+4 eff.) Resists +14% cold +13% fire Crit.dmg- 5.00% Stealth +8 A belt that goes around your waist. |
| In off hand | elemental dwarven-steel dagger of vileness (122% power, 7 apr)1.0 T3 dagger 1H weapon [Ego+] Arcane Power 122% Range: 1.3x Uses 27% Cun, 45% Mag Dmg Physical Mastery Strength of Purpose Acc+ +0.3% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% Melee+ +10 blight On Hit: * 13% chance to reduce strength, dexterity, and constitution by 32 * Create an explosion dealing 115 lightning damage (1/turn) While equipped: dps ---------- Dmg.mod +17% lightning Res.pen +6% lightning Sharp, short and deadly. |
| Cloak | Crackleobeisance the elven-silk cloak (3 def, 0 armour)2.0 T5 cloak armor [Rare] Arcane While equipped: dps ---------- Dmg.mod +18% lightning +9% darkness Res.pen +10% lightning +20% darkness +25% light Melee Ret 10 light ----- def ----- Defense +3 (+1 eff.) Resists +6% darkness Spell.save +14 (+5 eff.) Mind.save +15 (+4 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | cured leather armour 'Thunderpower' (13 def, 4 armour)9.0 T2 light armor [Random Unique] Arcane/Nature/Master While equipped: Stats +3 Str +5 Dex +4 Mag +5 Wil +4 Cun dps ---------- Phys.crit +5.0% Res.pen +15% lightning Apr +5 ----- def ----- Armour +4 Defense +13 (+4 eff.) Fatigue +7% Resists +6% lightning +17% fire Max.HP +32.00 ---------- misc Stam/turn +0.50 Second Wind: (Instant) Puts all charms on 35 cooldown Level 5.2 Pwr.cost 35 out of 35/35. Range melee/personal Travel.spd instantaneous Description: Take a deep breath to recover 121 stamina. The stamina recovery improves with your Strength and Willpower. A suit of armour made of leather. |
Inventory
medical injector implant of the psychic (efficiency 104% / cooldown 98%)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 104% efficiency and cooldown mod of 98%. Its effects scale with your Willpower stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
medical injector implant of the psychic (efficiency 119% / cooldown 72%)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 119% efficiency and cooldown mod of 72%. Its effects scale with your Willpower stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
medical injector implant of the sneak (efficiency 154% / cooldown 62%)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 154% efficiency and cooldown mod of 62%. Its effects scale with your Cunning stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
medical injector implant of the warrior (efficiency 119% / cooldown 87%)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 119% efficiency and cooldown mod of 87%. Its effects scale with your Strength stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
medical injector implant of the wizard (efficiency 153% / cooldown 76%)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 153% efficiency and cooldown mod of 76%. Its effects scale with your Magic stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
steam generator implant of the psychic (steam 6)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 24 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 6.1 steam per turn. Can be activated for an instant burst of 30 steam. Its effects scale with your Willpower stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
steam generator implant of the titan (steam 5)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 28 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 5.0 steam per turn. Can be activated for an instant burst of 25 steam. Its effects scale with your Constitution stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
heroism infusion of the wizard (die at -631; dur 7; cd 34)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 34 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 7 turns. While Heroism is active, you will only die when reaching -631 life. The duration and life will increase by 1% for every 1% life you have lost (currently 1214 life, 16 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
biting gale rune of the wizard (damage 107; dur 4; cd 18)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 19 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to direct a cone of chilling stormwind doing 107.31 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 4 turns. These effects can be resisted but not saved against. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
ethereal rune of the warrior (power 17; resist 20%; move 43%; dur 5; cd 18)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 19 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to become ethereal for 5 turns. While ethereal all damage you deal is reduced by 50%, you gain 20% all resistance, you move 43% faster, and you are invisible (power 17). Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
manasurge rune of the duelist (regen 780% over 10 turns; mana 39; cd 16)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Spell (114% of a turn) Is a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 780% for 10 turns (31 total) and instantly restoring 39 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Dexterity stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune of the warrior (absorb 122; cd 22)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 23 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 122 damage per debuff cleansed. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune of the wizard (absorb 200; cd 17)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 200 damage per debuff cleansed. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
schematic: Air Recycler0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Back Support0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Crystal Plating0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Fiery Salve0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Fireproof Coating0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Focus Lens0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Frost Salve0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Fungal Web0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Grounding Strap0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Healing Salve0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Iron Grip0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Mental Stimulator0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Razor Edge0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Rocket Boots0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Rustproof Coating0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Second Skin0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Spike Attachment0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Steamsaw0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Thunderclap Coating0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Waterproof Coating0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: White Light Emitter0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
Aeruda the voratun amulet0.1 T5 amulet jewelry [Random Unique] Arcane/Nature/Master While equipped: Stats +2 Cun +1 Wil dps ---------- Crit.mult +15.00% Spell.pwr +8 (+2 eff.) Dmg.mod +8% blight +9% fire On Hit (Melee): * 20% chance to reduce all saves and defense by 26 ----- def ----- Resists +5% physical Disease- +15% ---------- misc Stam/turn +0.90 Equi/ret +0.12 Hate/m.crit +3.00 Masteries +0.38 Spell/Animus Amulets can have magical properties. It was changed by the digestive sack. |
Branuyon0.1 T2 amulet jewelry [Random Unique] Nature While equipped: Stats +4 Con dps ---------- Mind.crit +1% Res.pen +15% mind ----- def ----- Resists +12% cold +10% fire Phys.save +6 (+2 eff.) Max.HP +35.00 HP.reg +3.00 ---------- misc Equi/ret +0.08 Amulets can have magical properties. |
Chargequencher the gold amulet0.1 T3 amulet jewelry [Rare] Nature While equipped: Stats +3 Con dps ---------- Dmg.mod +6% lightning Res.pen +25% acid On Hit (Melee): * 20% chance to reduce armor by 42% ----- def ----- Resists +9% light +27% lightning Phys.save +8 (+2 eff.) Max.HP +47.00 HP.reg +4.00 ---------- misc Light +3 Amulets can have magical properties. |
Neremira0.1 T3 amulet jewelry [Random Unique] Arcane/Master While equipped: Stats +2 Mag dps ---------- Crit.mult +10.00% Dmg.mod +6% mind ----- def ----- Phys.save +27 (+9 eff.) Spell.save +33 (+11 eff.) Mind.save +26 (+6 eff.) ---------- misc Psi/ret +0.04 Telepathy Demon/Minor Demon/Major Amulets can have magical properties. |
Unflinching Eye0.1 T4 amulet jewelry [Unique] Arcane/Psionic While equipped: ----- def ----- Resists -25% light Res.Cap -25% light Blind- +100% Confus- +50% ---------- misc Infravis +3 Telepathy Horror Telpty rng +10 Arcane Eye: (Instant) Level 2.6 Pwr.cost 60 out of 60/60. Range melee/personal Travel.spd instantaneous Is a spell Description: Summons an ethereal magical eye at the designated location that lasts for 17 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 6 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. Someone has strung a thick black cord through this large bloodshot eyeball, allowing it to be worn around the neck, should you so choose. |
archmage's copper amulet of mastery (0.10 Steamtech / Dread)0.1 T1 amulet jewelry [Ego+] Arcane/Master While equipped: Stats +1 Mag dps ---------- Spell.crit +4% Spell.pwr +3 (+0 eff.) Dmg.mod +4% acid +4% fire +4% lightning +4% cold ---------- misc Masteries +0.10 Steamtech/Dread Amulets can have magical properties. |
copper ring 'Coalsweep'0.1 T1 ring jewelry [Rare] Nature While equipped: Stats +3 Con dps ---------- Melee Ret 2 darkness On Hit (Melee): * 10% chance to reduce damage dealt by 22% ----- def ----- Resists +3% nature Phys.save +6 (+2 eff.) Rings can have magical properties. |
gladiator's stralite ring of luminosity0.1 T4 ring jewelry [Ego++] Arcane/Master While equipped: Stats +5 Str +4 Mag +6 Con dps ---------- Phys.pwr +9 (+3 eff.) Melee+ 10 light Ranged+ 10 light Dmg.mod +12% light Rings can have magical properties. |
gold ring 'Dairurain'0.1 T3 ring jewelry [Rare] Psionic While equipped: Stats +3 Str +6 Wil +10 Cun +2 Con dps ---------- Mind.pwr +7 (+3 eff.) Res.pen +10% acid ---------- misc Light +3 Rings can have magical properties. |
mule's copper ring of clarity0.1 T1 ring jewelry [Ego] Master/Psionic While equipped: ----- def ----- Fatigue -4% Mind.save +5 (+1 eff.) Confus- +23% ---------- misc Max.enc +20 Rings can have magical properties. |
psionicist's gold ring of perseverance0.1 T3 ring jewelry [Ego] Master/Psionic While equipped: Stats +5 Wil ----- def ----- Mind.save +10 (+2 eff.) HP.reg +2.00 Stun/Frz- +25% Rings can have magical properties. |
rogue's copper ring of blight (+10%)0.1 T1 ring jewelry [Ego] Arcane/Master While equipped: Stats +3 Cun dps ---------- Dmg.mod +10% blight ----- def ----- Defense +6 (+2 eff.) Resists +10% blight Rings can have magical properties. |
sneakthief's stralite ring0.1 T4 ring jewelry [Ego+] Master While equipped: Stats +5 Cun +5 Dex dps ---------- Acc +5 (+2 eff.) Rings can have magical properties. |
steel ring 'Hurudil'0.1 T2 ring jewelry [Random Unique] Nature/Master While equipped: Stats +2 Cun dps ---------- On Hit (Melee): * 20 arcane resource burn ----- def ----- Defense +4 (+1 eff.) Resists +6% nature +7% blight Phys.save +6 (+2 eff.) Spell.save +8 (+3 eff.) Mind.save +8 (+2 eff.) Poison- +11% Disease- +12% Rings can have magical properties. |
stralite ring of pilfering0.1 T4 ring jewelry [Ego+] Master While equipped: dps ---------- Acc +12 (+4 eff.) Apr +7 ----- def ----- Defense +11 (+4 eff.) Disengage: Puts all charms on 10 cooldown Level 2.6 Pwr.cost 10 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 5 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 159% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings can have magical properties. |
Hazeknight the stralite battleaxe (172% power, 3 apr)3.0 T4 battleaxe 2H weapon [Rare] Master Power 173% Range: 1.5x Uses 120% Mag Dmg Physical Mastery Strength of Purpose Acc+ +0.3% crit chance (max 25%) Apr +3 Crit +7.5% Atk.spd 100% On Crit.r2 +12 cold On Hit: * 20% chance to reduce strength, dexterity, and constitution by 32 * 20% chance to reduce damage dealt by 22% While equipped: dps ---------- Dmg.mod +6% blight +3% cold Res.pen +25% blight +5% cold On Hit (Melee): * 10% chance to reduce damage dealt by 22% * 20% chance to reduce strength, dexterity, and constitution by 32 Massive two-handed battleaxes. |
The Gaping Maw (184% power, 4 apr)3.0 T5 battleaxe 2H weapon [Unique] Nature/Disrupt Power 184% Range: 1.5x Uses 120% Mag Dmg Physical Mastery Strength of Purpose Acc+ +0.3% crit chance (max 25%) Apr +4 Crit +8.0% Atk.spd 100% Melee+ +50 acid +50 nature slow On Crit: * deal manaburn damage equal to your mindpower in a radius 3 cone While equipped: Stats +0 Str +0 Wil dps ---------- Dmg.mod +0% nature ---------- misc Cooldown Ice Claw -1 Mana Clash -2 Swallow -2 This huge granite battleaxe is as much mace as it is axe. The shaft is made of blackened wood tightly bound in drakeskin leather and the sharpened granite head glistens with a viscous green fluid. |
Yarobers (168% power, 3 apr)3.0 T4 battleaxe 2H weapon [Random Unique] Disrupt/Master Power 169% Range: 1.5x Uses 120% Mag Dmg Physical Mastery Strength of Purpose Acc+ +0.3% crit chance (max 25%) Apr +3 Crit +7.5% Atk.spd 100% On Hit: * 30 arcane resource burn On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +13.0% Res.pen +5% physical ----- def ----- Resists +4% physical +6% darkness +3% temporal Phys.save +3 (+1 eff.) Massive two-handed battleaxes. |
arcing stralite battleaxe of daylight (158% power, 3 apr)3.0 T4 battleaxe 2H weapon [Ego] Arcane Power 159% Range: 1.5x Uses 120% Mag Dmg Physical Mastery Strength of Purpose Acc+ +0.3% crit chance (max 25%) Apr +3 Crit +7.5% Atk.spd 100% Melee+ +20 light Against +31% Undead On Hit: * 25% chance for lightning to strike from the target to a second target dealing 115 damage Massive two-handed battleaxes. |
stralite battleaxe of projection (153% power, 3 apr)3.0 T4 battleaxe 2H weapon [Ego+] Psionic Power 154% Range: 1.5x Uses 120% Mag Dmg Physical Mastery Strength of Purpose Acc+ +0.3% crit chance (max 25%) Apr +3 Crit +7.5% Atk.spd 100% On Hit: * Projects up to 3 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) Massive two-handed battleaxes. |
Shantiz the Stormblade (111% power, 20 apr)1.0 T3 dagger 1H weapon [Unique] Nature Power 111% Range: 1.3x Uses 60% Cun, 0% Mag Dmg Physical Mastery Strength of Purpose Acc+ +0.3% crit chance (max 25%) Apr +20 Crit +10.0% Atk.spd 100% On Hit: * Causes lightning to strike and destroy any projectiles in a radius of 10, dealing damage and dazing enemies in a radius of 5 around them. While equipped: Stats +20 Dex ----- def ----- Proj.slow +40% Instant Weapon Swap This surreal dagger crackles with the intensity of a vicious storm. |
Spelldrinker (132% power, 8 apr)1.0 T3 dagger 1H weapon [Unique] Arcane Power 132% Range: 1.3x Uses 50% Mag, 33% Cun Dmg Physical Mastery Strength of Purpose Acc+ +0.3% crit chance (max 25%) Apr +8 Crit +9.0% Atk.spd 100% On Hit: 15% Disperse Magic 1 On Hit: * steals up to 50 mana from the target While equipped: Stats +6 Cun +6 Mag ----- def ----- Resists +12% arcane Spell.save +12 (+4 eff.) Countless mages have fallen victim to the sharp sting of this blade, betrayed by those among them with greed for ever greater power. Passed on and on, this blade has developed a thirst of its own. |
balanced stralite dagger of evisceration (134% power, 9 apr)1.0 T4 dagger 1H weapon Reqs Dex 35 [Ego+] Master Power 134% Range: 1.3x Uses 27% Cun, 45% Mag Dmg Physical Mastery Strength of Purpose Acc+ +0.3% crit chance (max 25%) Apr +9 Crit +8.0% Atk.spd 100% On Crit: * Wound the target dealing 174 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +9.0% Phys.pwr +9 (+3 eff.) Acc +9 (+3 eff.) ----- def ----- Defense +9 (+3 eff.) Disarm- +39% Sharp, short and deadly. |
blazebringer's stralite dagger of crippling (134% power, 9 apr)1.0 T4 dagger 1H weapon Reqs Dex 35 [Ego++] Nature/Master Power 134% Range: 1.3x Uses 27% Cun, 45% Mag Dmg Physical Mastery Strength of Purpose Acc+ +0.3% crit chance (max 25%) Apr +9 Crit +8.0% Atk.spd 100% On Crit.r2 +41 fire On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +9.0% All.spd +5% Res.pen +5% fire Sharp, short and deadly. |
dwarven-steel dagger 'Blastworth' (110% power, 7 apr)1.0 T3 dagger 1H weapon [Rare] Arcane Power 110% Range: 1.3x Uses 45% Mag, 27% Cun Dmg Physical Mastery Strength of Purpose Acc+ +0.3% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% Melee+ +13 cold On Hit.r1 +4 lightning On Crit.r2 +8 lightning While equipped: dps ---------- Res.pen +15% mind +25% lightning ----- def ----- Resists +3% mind +6% fire Sharp, short and deadly. |
hateful stralite dagger of massacre (142% power, 9 apr)1.0 T4 dagger 1H weapon Reqs Dex 35 [Ego] Master/Psionic Power 143% Range: 1.3x Uses 27% Cun, 45% Mag Dmg Physical Mastery Strength of Purpose Acc+ +0.3% crit chance (max 25%) Apr +9 Crit +8.0% Atk.spd 100% Melee+ +15 darkness Against +9% Living Sharp, short and deadly. |
stralite dagger of enduring (135% power, 9 apr)1.0 T4 dagger 1H weapon Reqs Dex 35 [Ego+] Nature Power 135% Range: 1.3x Uses 27% Cun, 45% Mag Dmg Physical Mastery Strength of Purpose Acc+ +0.3% crit chance (max 25%) Apr +9 Crit +8.0% Atk.spd 100% While equipped: Stats +9 Wil +10 Con ----- def ----- Max.HP +54.00 Sharp, short and deadly. |
stralite greatmaul 'Sunjeer' (166% power, 3 apr)5.0 T4 greatmaul 2H weapon [Rare] Arcane Power 166% Range: 1.5x Uses 120% Mag Dmg Physical Mastery Strength of Purpose Acc+ +0.2% base dam (max 20%) Apr +3 Crit +11.5% Atk.spd 100% Melee+ +16 cold On Hit.r1 +12 light While equipped: dps ---------- Phys.pwr +4 (+2 eff.) Dmg.mod +6% cold +15% physical ----- def ----- Phys.save +6 (+2 eff.) ---------- misc Light +2 Massive two-handed mauls. |
Hurozilalin the Noonquarry (144% power, 2 apr)3.0 T3 greatsword 2H weapon [Rare] Master Power 144% Range: 1.6x Uses 120% Mag Dmg Physical Mastery Strength of Purpose Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% On Crit: * Wound the target dealing 174 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +9.0% Phys.pwr +7 (+3 eff.) ----- def ----- Defense +12 (+4 eff.) Resists +3% light +3% acid Blind- +20% Disarm- +20% Def/telep +10 Res/telep +10% Dur/telep +10% Massive two-handed swords. |
Ulytar the steel greatsword (128% power, 2 apr)3.0 T2 greatsword 2H weapon [Random Unique] Arcane/Psionic Power 128% Range: 1.6x Uses 120% Mag Dmg Physical Mastery Strength of Purpose Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.0% Atk.spd 100% Melee+ +7 darkness Against +7% Living On Hit.r1 +7 fire On Crit: * Splash the target with acid dealing 192 damage over 5 turns and reducing armor and accuracy by 24 While equipped: dps ---------- Dmg.mod +6% arcane Massive two-handed swords. |
Twilight's Edge (158% power, 7 apr)3.0 T4 longsword 1H weapon [Unique] Arcane Power 158% Range: 1.4x Uses 100% Mag Dmg Physical Mastery Strength of Purpose Acc+ +0.4% crit mult (max 40%) Apr +7 Crit +12.0% Atk.spd 100% On Crit: * release a burst of light and dark damage (scales with Magic) While equipped: Stats +4 Str +4 Cun +4 Mag dps ---------- Spell.crit +4% Spell.pwr +12 (+3 eff.) Dmg.mod +18% darkness +18% light ---------- misc Light +1 The blade of this sword seems to have been forged of a mixture of voratun and stralite, resulting in a blend of swirling light and darkness. |
stralite longsword of projection (138% power, 5 apr)3.0 T4 longsword 1H weapon [Ego+] Psionic Power 138% Range: 1.4x Uses 100% Mag Dmg Physical Mastery Strength of Purpose Acc+ +0.4% crit mult (max 40%) Apr +5 Crit +4.5% Atk.spd 100% On Hit: * Projects up to 1 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) Sharp, long, and deadly. |
Arcsever the living mindstar (115% power, 40 apr, nature damage)3.0 T5 mindstar 1H weapon Reqs Wil 48 [Rare] Nature Power 115% Range: 1.1x Uses 50% Wil, 0% Mag, 30% Cun Dmg Nature Mastery Psiblades Acc+ +0.3% crit chance (max 25%) Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +5% Mind.pwr +10 (+4 eff.) Res.pen +25% lightning ----- def ----- Resists +9% light Mind.save +9 (+2 eff.) Die.at -20.00 life Max.HP +26.00 HP.reg +0.60 Teleport- +10% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
creative mossy mindstar of clarity (75% power, 12 apr, nature damage)3.0 T1 mindstar 1H weapon [Ego] Nature/Psionic Power 75% Range: 1.1x Uses 50% Wil, 0% Mag, 30% Cun Dmg Nature Mastery Psiblades Acc+ +0.3% crit chance (max 25%) Acc uses Wil Apr +12 Crit +2.5% Atk.spd 100% While equipped: Stats +2 Cun dps ---------- Mind.crit +1% Crit.mult +7.00% Mind.pwr +2 (+1 eff.) ----- def ----- Mind.save +3 (+1 eff.) ---------- misc Max.psi +11.00 Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
harmonious vined mindstar (83% power, 18 apr, nature damage)3.0 T2 mindstar 1H weapon [Ego+] Nature Power 84% Range: 1.1x Uses 50% Wil, 0% Mag, 30% Cun Dmg Nature Mastery Psiblades Acc+ +0.3% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+2 eff.) Dmg.mod +4% nature Res.pen +3% nature ----- def ----- Resists +3% nature ---------- misc Masteries +0.10 Wild-gift/Harmony Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
resonating living mindstar of life (114% power, 40 apr, nature damage)3.0 T5 mindstar 1H weapon Reqs Wil 48 [Ego+] Nature/Psionic Power 114% Range: 1.1x Uses 50% Wil, 0% Mag, 30% Cun Dmg Nature Mastery Psiblades Acc+ +0.3% crit chance (max 25%) Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +5% Mind.pwr +10 (+4 eff.) Dmg.mod +8% mind Res.pen +8% mind ----- def ----- Resists +5% mind Dmg.Resnn +11% Max.HP +25.00 HP.reg +1.50 ---------- misc Psi/ret +1.60 Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
caustic reinforced leather sling of piercing4.0 T4 sling 1H weapon Reqs Dex 35 [Ego++] Nature/Master Power 66% Range: 1.1x Uses 0% Mag Dmg Physical Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +9 On Crit.r2 +22 acid +10 nature While equipped: dps ---------- Res.pen +9% acid +11% nature +6% all Acc +12 (+4 eff.) Apr +18 Slings are used to hurl stones or metal shots at your foes. |
Isima the yew starstaff (129% power, 4 apr, light element)5.0 T3 staff 2H weapon [Rare] Arcane Power 129% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.5% proc dam (max 250%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +3% Mind.crit +2% Crit.mult +15.00% Spell.pwr +12 (+3 eff.) Dmg.mod +25% light +6% blight Res.pen +25% blight ----- def ----- Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Sceptre of the Archlich (150% power, 12 apr, darkness element)5.0 T5 staff 2H weapon [Unique] Arcane It desires to be surrounded by undeath. Power 150% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.5% proc dam (max 250%) Apr +12 Atk.spd 100% While equipped: dps ---------- Spell.crit +15% Spell.pwr +40 (+9 eff.) Dmg.mod +35% darkness ---------- misc Masteries +0.20 Spell/Necrotic minions +0.20 Celestial/Star fury +0.20 Spell/Advanced necrotic minions This sceptre, carved of ancient, blackened bone, holds a single gem of deep obsidian. You feel a dark power from deep within, looking to get out. |
cruel elven-wood magestaff of illumination (129% power, 5 apr, lightning element)5.0 T4 staff 2H weapon [Ego] Nature/Master Power 129% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.5% proc dam (max 250%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +9% Crit.mult +14.00% Spell.pwr +12 (+3 eff.) Dmg.mod +25% lightning ----- def ----- Defense +7 (+2 eff.) ---------- misc Light +2 Talents +1 Command Staff Illuminate: Puts all charms on 6 cooldown Level 2.6 Pwr.cost 6 out of 6/6. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 42.71 light damage. Staves designed for wielders of magic, by the greats of the art. |
earthen elven-wood magestaff of fate (129% power, 5 apr, lightning element)5.0 T4 staff 2H weapon [Ego] Arcane Power 129% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.5% proc dam (max 250%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +9% Spell.pwr +12 (+3 eff.) Dmg.mod +25% lightning ----- def ----- Armour +6 Hardiness +8% Phys.save +15 (+5 eff.) Spell.save +9 (+3 eff.) Mind.save +9 (+2 eff.) ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
elm magestaff of greater warding (100% power, 2 apr, lightning element)5.0 T1 staff 2H weapon [Ego+] Arcane Power 100% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.5% proc dam (max 250%) Apr +2 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +1% Spell.pwr +3 (+0 eff.) Dmg.mod +10% lightning ----- def ----- Armour +7 Defense +6 (+2 eff.) ---------- misc Wards +3 lightning Talents +1 Command Staff +1 Ward Staves designed for wielders of magic, by the greats of the art. |
ethereal yew magestaff of fate (120% power, 4 apr, lightning element)5.0 T3 staff 2H weapon [Ego+] Arcane Power 121% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.5% proc dam (max 250%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +7% Spell.pwr +13 (+3 eff.) Dmg.mod +20% lightning Phasing +13% ----- def ----- Defense +15 (+5 eff.) Shield.pwr +10% Phys.save +7 (+2 eff.) Spell.save +7 (+3 eff.) Mind.save +7 (+2 eff.) ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
greater elven-wood magestaff of breaching (129% power, 5 apr, arcane element)5.0 T4 staff 2H weapon [Ego++] Arcane Power 129% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.5% proc dam (max 250%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +4% Spell.pwr +18 (+4 eff.) Dmg.mod +25% lightning +25% cold +25% arcane +25% fire Res.pen +12% lightning +12% cold +12% arcane +12% fire ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
lifebinding elven-wood magestaff (129% power, 5 apr, lightning element)5.0 T4 staff 2H weapon [Ego+] Nature Power 129% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.5% proc dam (max 250%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: Stats +5 Con dps ---------- Spell.crit +4% Spell.pwr +15 (+3 eff.) Dmg.mod +25% lightning ----- def ----- HP.reg +1.00 Heal.mod +10% ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
surging elven-wood magestaff of might (129% power, 5 apr, lightning element)5.0 T4 staff 2H weapon [Ego] Arcane Power 129% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.5% proc dam (max 250%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +10% Spell.pwr +12 (+3 eff.) S.pwr/crit +3 Dmg.mod +25% lightning ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
mage-hunter's voratun steamgun of true shot4.0 T5 steamgun 1H weapon Reqs Dex 48 Steam Pool [Ego++] Disrupt/Master/Steamtech Power 66% Range: 1.1x Uses 0% Mag Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +28 Atk.spd 100% Range +10 Proj.spd +600% On Hit: 20% Mana Clash 1 Uses 2.0 Steam While equipped: Stats +5 Wil dps ---------- Phys.crit +9.0% Mind.pwr +9 (+3 eff.) Ranged+ 14 manaburn arcane Acc +15 (+5 eff.) ---------- misc Masteries +0.20 Wild-gift/Antimagic Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
psychic's stralite steamgun of true shot4.0 T4 steamgun 1H weapon Reqs Dex 35 Steam Pool [Ego++] Master/Psionic/Steamtech Power 66% Range: 1.1x Uses 0% Mag Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +20 Atk.spd 100% Range +10 Proj.spd +600% Ranged+ +13 mind Uses 2.0 Steam While equipped: Stats +3 Cun +3 Wil dps ---------- Phys.crit +9.0% Mind.pwr +9 (+3 eff.) Dmg.mod +12% mind Acc +6 (+2 eff.) Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
strafer's dwarven-steel steamgun of power4.0 T3 steamgun 1H weapon Reqs Steam Pool [Ego] Master/Steamtech Power 66% Range: 1.1x Uses 0% Mag Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +12 Atk.spd 100% Range +8 Proj.spd +600% Uses 2.0 Steam While equipped: dps ---------- Dmg.mod +12% physical Res.pen +11% physical Acc +8 (+3 eff.) ---------- misc Cooldown Strafe -2 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
throat-seeking stralite steamgun4.0 T4 steamgun 1H weapon Reqs Dex 35 Steam Pool [Ego+] Disrupt/Steamtech Power 66% Range: 1.1x Uses 0% Mag Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +20 Atk.spd 100% Range +9 Proj.spd +600% Ranged+ +12 nature On Crit: * silences the target Uses 2.0 Steam While equipped: dps ---------- Res.pen +10% nature Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
Lightningrupture the dwarven-steel steamsaw (117% power, 14 apr)3.0 T3 steamsaw 1H weapon Reqs Steam Pool [Rare] Psionic/Steamtech Power 117% Range: 1.5x Uses 100% Mag Dmg Phys.bleed Acc+ +0.3% crit chance (max 25%) Apr +14 Crit +3.0% Atk.spd 100% Block +48 Melee+ +11 darkness Against +8% Living Uses 1.0 Steam While equipped: dps ---------- S.pwr/crit +8 Dmg.mod +18% lightning Res.pen +20% physical Melee Ret 6 blight ----- def ----- Armour +8 Defense +6 (+2 eff.) Fatigue +8% ---------- misc Talents +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
acidic stralite steamsaw of crushing (138% power, 19 apr)3.0 T4 steamsaw 1H weapon Reqs Steam Pool [Ego+] Nature/Master/Steamtech Power 138% Range: 1.5x Uses 100% Mag Dmg Phys.bleed Acc+ +0.3% crit chance (max 25%) Apr +19 Crit +4.0% Atk.spd 100% Block +66 Uses 1.0 Steam Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: dps ---------- Phys.crit +8.0% Phys.pwr +9 (+3 eff.) Melee+ 7 acid Melee Ret 10 acid ----- def ----- Armour +5 Defense +8 (+3 eff.) Fatigue +10% ---------- misc Talents +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
orite trident of massacre (162% power, 13 apr)3.0 T4 trident 2H weapon [Ego] Master Power 162% Range: 1.6x Uses 120% Mag Dmg Physical Mastery Exotic Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +13 Crit +3.5% Atk.spd 100% A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
Flashire the stralite waraxe (138% power, 5 apr)3.0 T4 waraxe 1H weapon [Random Unique] Arcane/Master Power 139% Range: 1.4x Uses 100% Mag Dmg Physical Mastery Strength of Purpose Acc+ +0.3% crit chance (max 25%) Apr +5 Crit +6.5% Atk.spd 100% On Hit.r1 +4 lightning On Hit: * 25% chance for lightning to strike from the target to a second target dealing 115 damage * Create an explosion dealing 115 fire damage (1/turn) While equipped: dps ---------- Dmg.mod +9% temporal +3% light +18% fire Res.pen +9% physical +16% fire Acc +9 (+3 eff.) Apr +10 Melee Ret 10 lightning ----- def ----- Resists +3% light +6% temporal One-handed war axes. |
stralite waraxe 'Isluriwen' (135% power, 5 apr)3.0 T4 waraxe 1H weapon [Random Unique] Nature/Disrupt/Master Power 135% Range: 1.4x Uses 100% Mag Dmg Physical Mastery Strength of Purpose Acc+ +0.3% crit chance (max 25%) Apr +5 Crit +6.5% Atk.spd 100% Melee+ +17 nature +12 mind On Crit: * Deals 71 Manaburn damage and puts 1 random spell talent on cooldown for 4 turns (checks Confusion immunity) While equipped: Stats +2 Con +6 Wil dps ---------- Crit.mult +10.00% Phys.pwr +12 (+4 eff.) Res.pen +8% physical ----- def ----- Disarm- +21% One-handed war axes. |
stralite waraxe 'Vorudaba' (138% power, 5 apr)3.0 T4 waraxe 1H weapon [Rare] Master Power 138% Range: 1.4x Uses 100% Mag Dmg Physical Mastery Strength of Purpose Acc+ +0.3% crit chance (max 25%) Apr +5 Crit +6.5% Atk.spd 100% Melee+ +8 mind While equipped: Stats +2 Cun dps ---------- Crit.mult +15.00% Dmg.mod +15% temporal Acc +9 (+3 eff.) ----- def ----- Defense +9 (+3 eff.) Resists +18% acid Disarm- +25% ---------- misc Equi/ret +0.16 Max.psi +30.00 Telepathy Demon/Minor Demon/Major One-handed war axes. |
Jetsmasher the drakeskin leather belt1.0 T5 belt armor [Rare] Nature While equipped: Stats +7 Mag +2 Wil dps ---------- S.pwr/crit +8 ----- def ----- Resists +15% lightning +15% temporal +15% darkness ---------- misc Mana/s.crit +2.00 Max.mana +40.00 Max.vim +30.00 A belt that goes around your waist. |
Polylle the rough leather belt1.0 T1 belt armor [Rare] Master While equipped: Stats +4 Cun +12 Wil dps ---------- Res.pen +10% mind Against +16% Summoned ----- def ----- Defense +9 (+3 eff.) D.Red.from +18% Summoned ---------- misc Psi/ret +0.04 A belt that goes around your waist. |
rough leather belt of magery1.0 T1 belt armor [Ego+] Arcane While equipped: Stats +4 Wil +4 Mag dps ---------- Spell.crit +3% A belt that goes around your waist. |
linen cloak of conjuring (1 def, 0 armour)2.0 T1 cloak armor [Ego+] Arcane While equipped: dps ---------- Spell.crit +4% Crit.mult +10.00% Spell.pwr +4 (+1 eff.) Dmg.mod +6% arcane Res.pen +6% arcane ----- def ----- Defense +1 (+0 eff.) ---------- misc Max.mana +20.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
marshal's cashmere cloak of sorcery (2 def, 0 armour)2.0 T3 cloak armor [Ego++] Arcane/Master While equipped: Stats +3 Str +3 Mag +3 Wil +3 Con dps ---------- Spell.crit +6% ----- def ----- Defense +2 (+1 eff.) Phys.save +7 (+2 eff.) Max.HP +60.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
restorative linen cloak of Iron Throne (1 def, 0 armour)2.0 T1 cloak armor [Ego+] Nature/Master While equipped: Stats +1 Str +1 Con ----- def ----- Defense +1 (+0 eff.) Resists +11% nature +10% blight HP.reg +2.00 Heal.mod +10% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
thick cashmere cloak of battle (2 def, 6 armour)2.0 T3 cloak armor [Ego] Master While equipped: dps ---------- Phys.crit +3.0% Phys.pwr +2 (+1 eff.) ----- def ----- Armour +6 Defense +2 (+1 eff.) Fatigue -4% Resists +15% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
wyrmwaxed linen cloak (1 def, 0 armour)2.0 T1 cloak armor [Ego+] Nature While equipped: ----- def ----- Defense +1 (+0 eff.) Resists +6% acid +6% fire +6% cold +6% lightning A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Dairyntir the woollen robe (3 def, 2 armour)2.0 T2 cloth armor [Random Unique] Nature/Master While equipped: dps ---------- Mind.crit +2% Dmg.mod +23% lightning Res.pen +10% mind ----- def ----- Armour +2 Defense +3 (+1 eff.) Resists +34% lightning Phys.save +18 (+6 eff.) ---------- misc Equi/ret +0.08 Telepathy Humanoid/Orc A cloth vestment. It offers no intrinsic protection but can be enchanted. |
dreamer's cashmere robe of power (15 def, 0 armour)2.0 T3 cloth armor [Ego++] Arcane/Psionic While equipped: dps ---------- Spell.pwr +11 (+2 eff.) Dmg.mod +8% all ----- def ----- Defense +15 (+5 eff.) Resists +18% mind +13% darkness Phys.save +13 (+4 eff.) Spell.save +11 (+4 eff.) Mind.save +22 (+5 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping A cloth vestment. It offers no intrinsic protection but can be enchanted. |
dreamer's linen robe of life (0 def, 0 armour)2.0 T1 cloth armor [Ego++] Nature/Psionic While equipped: ----- def ----- Resists +5% blight +11% mind +13% darkness Phys.save +11 (+3 eff.) Spell.save +11 (+4 eff.) Mind.save +23 (+6 eff.) Max.HP +50.00 HP.reg +1.60 Heal.mod +14% The wearer is asleep. Lucid Dreamer: May act while sleeping A cloth vestment. It offers no intrinsic protection but can be enchanted. |
tormentor's silk robe of life (20 def, 0 armour)2.0 T4 cloth armor [Ego++] Nature/Psionic While equipped: Stats +2 Cun dps ---------- Crit.mult +15.00% ----- def ----- Defense +20 (+7 eff.) Resists +13% blight Max.HP +56.00 HP.reg +1.50 Heal.mod +10% ---------- misc Hate/m.crit +3.00 Psi/m.crit +3.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Elorin the pair of hardened leather boots (0 def, 3 armour)2.0 T3 feet armor [Rare] Master While equipped: Stats +2 Dex +4 Wil +4 Cun dps ---------- Spell.pwr +15 (+3 eff.) S.pwr/crit +10 ----- def ----- Armour +3 ---------- misc Max.mana +40.00 Max.vim +20.00 Disengage: Puts all charms on 15 cooldown Level 1.3 Pwr.cost 15 out of 15/15. Range 7 Travel.spd instantaneous Description: Jump back up to 3 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 116% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. A pair of boots made of leather. |
Steam Powered Boots (8 def, 15 armour)3.0 T5 feet armor [Unique] Steamtech The more steam the better! While equipped: Stats +8 Str +10 Dex dps ---------- Dmg.mod +10% fire ----- def ----- Armour +15 Defense +8 (+3 eff.) Fatigue +8% Pinning- +50% Generate 3 steam each time you walk. Boots. But with steam power! |
pair of hardened leather boots 'Voratta' (0 def, 3 armour)2.0 T3 feet armor [Rare] Master While equipped: dps ---------- Spell.crit +2% Crit.mult +20.00% S.pwr/crit +4 Res.pen +10% arcane +10% mind ----- def ----- Armour +3 Fatigue -6% Phys.save +7 (+2 eff.) Spell.save +6 (+2 eff.) ---------- misc Max.enc +23 A pair of boots made of leather. |
pair of iron boots 'Silamira' (6 def, 11 armour)3.0 T1 feet armor [Rare] Master While equipped: dps ---------- Crit.mult +10.00% ----- def ----- Armour +11 Defense +6 (+2 eff.) Fatigue +2% Resists +6% lightning +9% temporal +7% fire +5% arcane +6% cold Mind.save +15 (+4 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
restorative pair of iron boots of speed (0 def, 3 armour)3.0 T1 feet armor [Ego+] Arcane/Nature While equipped: dps ---------- Mov.spd +25% ----- def ----- Armour +3 Fatigue +2% HP.reg +2.00 Heal.mod +11% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
undeterred pair of hardened leather boots (0 def, 3 armour)2.0 T3 feet armor [Ego+] Arcane While equipped: ----- def ----- Armour +3 Silence- +20% Confus- +23% Stun/Frz- +20% A pair of boots made of leather. |
Freezevortex the hardened leather gloves (0 def, 2 armour)1.0 T3 hands armor [Random Unique] Arcane/Master While equipped: Stats +8 Dex +1 Mag +3 Cun dps ---------- Dmg.mod +9% cold Res.pen +10% lightning Acc +28 (+8 eff.) Melee Ret 8 cold ----- def ----- Armour +2 Resists +6% light +7% darkness ---------- misc Infravis +1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Starfall: Puts all charms on 20 cooldown Level 1.3 Pwr.cost 20 out of 20/20. Range 6 Travel.spd instantaneous Is a spell Description: A star falls on a radius 1 area, doing 32.36 darkness damage on impact and stunning all within the area for 4 turns. The damage dealt will increase with your Spellpower. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
rough leather gloves 'Shadestone' (0 def, 1 armour)1.0 T1 hands armor [Rare] Master While equipped: Stats +2 Str dps ---------- Phys.pwr +5 (+2 eff.) Dmg.mod +9% darkness Melee Ret 2 mind ----- def ----- Armour +1 ---------- misc Light +3 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
sand hardened leather gloves of strength (+3) (0 def, 9 armour)1.0 T3 hands armor [Ego] Nature/Master While equipped: Stats +3 Str dps ---------- Phys.pwr +5 (+2 eff.) Melee+ 5 physical Dmg.mod +4% physical ----- def ----- Armour +9 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Borosus (2 def, 2 armour)2.0 T3 head armor [Rare] Arcane While equipped: Stats +6 Str dps ---------- Res.pen +20% physical ----- def ----- Armour +2 Defense +2 (+1 eff.) Resists +5% lightning +5% temporal +5% light +3% fire +5% nature +11% acid +4% blight +5% cold +5% darkness Mind.save +15 (+4 eff.) Die.at -80.00 life Confus- +20% ---------- misc Stam/turn +2.00 A pointy cloth hat, very wizardly... |
Glittertrail the drakeskin leather cap (0 def, 5 armour)2.0 T5 head armor [Rare] Nature While equipped: dps ---------- Dmg.mod +3% nature +3% light Res.pen +10% light ----- def ----- Armour +5 Fatigue +5% Resists +8% lightning +7% temporal +3% light ---------- misc Light +3 A cap made of leather. |
Nimbusreaper the rough leather hat (0 def, 1 armour)2.0 T1 head armor [Rare] Master While equipped: Stats +3 Con dps ---------- Res.pen +25% lightning Melee Ret 4 acid On Hit (Melee): * 20% chance to reduce armor by 42% ----- def ----- Armour +1 Fatigue +1% Resists +5% arcane A hat made of leather. Very stylish. |
Noonrage (0 def, 3 armour)2.0 T3 head armor [Random Unique] Nature While equipped: Stats +3 Str +4 Dex +4 Cun +5 Con dps ---------- Dmg.mod +3% light +9% cold Res.pen +10% light Melee Ret 2 light ----- def ----- Armour +3 Fatigue +3% Resists +27% cold -10% light +14% darkness ---------- misc Light +3 Breathe water A hat made of leather. Very stylish. |
Shockwaker (0 def, 2 armour)2.0 T1 head armor [Rare] Master While equipped: dps ---------- Dmg.mod +6% lightning +12% acid Res.pen +10% lightning ----- def ----- Armour +2 Fatigue +1% Resists +15% lightning ---------- misc Infravis +2 A hat made of leather. Very stylish. |
Taintwolf (6 def, 4 armour)3.0 T3 head armor [Rare] Nature While equipped: ----- def ----- Armour +4 Defense +6 (+2 eff.) Fatigue +4% Resists +11% cold +5% arcane +3% nature Spell.save +15 (+5 eff.) Mind.save +18 (+4 eff.) Stun/Frz- +20% ---------- misc Breathe water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
bladed hardened leather cap (0 def, 3 armour)2.0 T3 head armor [Ego+] Master While equipped: Stats +4 Str ----- def ----- Armour +3 Fatigue +3% Skullcracker: Puts all charms on 20 cooldown Level 3.9 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 81.8 Physical damage. If the attack hits, the target is confused (37% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A cap made of leather. |
bladed hardened leather cap (0 def, 3 armour)2.0 T3 head armor [Ego+] Master While equipped: Stats +5 Str ----- def ----- Armour +3 Fatigue +3% Skullcracker: Puts all charms on 20 cooldown Level 3.9 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 81.8 Physical damage. If the attack hits, the target is confused (37% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A cap made of leather. |
cashmere wizard hat 'Healnull' (2 def, 0 armour)2.0 T3 head armor [Rare] Nature While equipped: dps ---------- Dmg.mod +12% lightning +3% nature Melee Ret 10 light On Hit (Melee): * 20% chance to slow global speed by 53% ----- def ----- Defense +2 (+1 eff.) Resists +30% lightning ---------- misc Light +3 A pointy cloth hat, very wizardly... |
champion's hardened leather cap of the depths (0 def, 3 armour)2.0 T3 head armor [Ego+] Nature/Master While equipped: Stats +3 Str +3 Wil ----- def ----- Armour +3 Fatigue +3% Resists +13% cold Mind.save +8 (+2 eff.) ---------- misc Light +1 Breathe water A cap made of leather. |
champion's hardened leather cap of trickery (0 def, 3 armour)2.0 T3 head armor [Ego++] Master While equipped: Stats +3 Str +4 Dex +3 Wil +4 Cun dps ---------- Apr +4 ----- def ----- Armour +3 Fatigue +3% Mind.save +5 (+1 eff.) ---------- misc Light +2 A cap made of leather. |
dragonslayer's drakeskin leather cap of precognition (8 def, 5 armour)2.0 T5 head armor [Ego++] Nature While equipped: Stats +6 Cun dps ---------- Acc +7 (+3 eff.) On Melee Ret: * 17% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +5 Defense +8 (+3 eff.) Fatigue +5% Resists +11% acid +10% fire +7% cold +9% lightning A cap made of leather. |
dragonslayer's iron helm of the depths (0 def, 3 armour)3.0 T1 head armor [Ego+] Nature While equipped: ----- def ----- Armour +3 Fatigue +5% Resists +6% acid +6% fire +5% cold +6% lightning ---------- misc Breathe water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
dwarven-steel helm 'Pitchsun' (0 def, 4 armour)3.0 T3 head armor [Random Unique] Nature/Master/Psionic While equipped: Stats +4 Dex +4 Wil +7 Cun dps ---------- Mind.pwr +5 (+2 eff.) Dmg.mod +9% darkness Res.pen +5% arcane Apr +6 Melee Ret 8 darkness ----- def ----- Armour +4 Fatigue +4% Resists +14% darkness +5% arcane +18% light A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
stabilizing hardened leather cap of ire (0 def, 3 armour)2.0 T3 head armor [Ego+] Master While equipped: Stats +3 Str +2 Con ----- def ----- Armour +3 Fatigue +3% Phys.save +26 (+8 eff.) Mind.save +8 (+2 eff.) Battle Cry: Puts all charms on 28 cooldown Level 2.6 Pwr.cost 28 out of 28/28. Range melee/personal Travel.spd instantaneous Description: Your battle cry shatters the will of your foes within a radius of 5, lowering their Defense by 18 for 7 turns, making them easier to hit. All evasion and concealment bonuses are also disabled. The chance to hit increases with your Physical Power. A cap made of leather. |
starseer's cashmere wizard hat of time (+12%) (2 def, 0 armour)2.0 T3 head armor [Ego+] Arcane While equipped: dps ---------- Dmg.mod +7% physical +18% temporal +8% light +8% darkness ----- def ----- Defense +2 (+1 eff.) Resists +12% temporal A pointy cloth hat, very wizardly... |
warlord's hardened leather cap (0 def, 3 armour)2.0 T3 head armor [Ego+] Nature While equipped: Stats +4 Str +5 Wil dps ---------- Phys.pwr +8 (+3 eff.) ----- def ----- Armour +3 Fatigue +3% Resists +8% physical Phys.save +8 (+2 eff.) A cap made of leather. |
prismatic voratun mail armour of command (12 def, 16 armour)14.0 T5 heavy armor [Ego+] Arcane/Psionic While equipped: Stats +4 Cun ----- def ----- Armour +16 Defense +12 (+4 eff.) Fatigue +12% Resists +14% light +12% darkness Mind.save +10 (+2 eff.) A suit of armour made of mail. |
rejuvenating voratun mail armour of resilience (5 def, 10 armour)14.0 T5 heavy armor [Ego] Nature While equipped: ----- def ----- Armour +10 Defense +5 (+2 eff.) Fatigue +12% Max.HP +29.00 HP.reg +6.50 ---------- misc Stam/turn +1.20 A suit of armour made of mail. |
cleansing reinforced leather armour of cold resistance (12 def, 7 armour)9.0 T4 light armor [Ego] Disrupt/Master While equipped: ----- def ----- Armour +7 Defense +12 (+4 eff.) Fatigue +8% Resists +15% blight +19% cold +12% nature A suit of armour made of leather. |
marauder's reinforced leather armour of natural resilience (18 def, 7 armour)9.0 T4 light armor [Ego++] Disrupt/Master While equipped: Stats +5 Str +6 Dex ----- def ----- Armour +7 Defense +18 (+6 eff.) Fatigue +8% Resists +16% nature +11% blight D.Red.from +8% Unnatural Phys.save +13 (+4 eff.) A suit of armour made of leather. |
reinforced leather armour of command (21 def, 13 armour)9.0 T4 light armor [Ego+] Psionic While equipped: Stats +2 Cun ----- def ----- Armour +13 Defense +21 (+7 eff.) Fatigue +8% Mind.save +14 (+3 eff.) A suit of armour made of leather. |
rejuvenating reinforced leather armour of lightning resistance (12 def, 7 armour)9.0 T4 light armor [Ego] Nature/Master While equipped: ----- def ----- Armour +7 Defense +12 (+4 eff.) Fatigue +8% Resists +23% lightning HP.reg +4.50 ---------- misc Stam/turn +0.70 A suit of armour made of leather. |
rejuvenating reinforced leather armour of the wind (21 def, 7 armour)9.0 T4 light armor [Ego+] Nature/Master While equipped: dps ---------- Phys.crit +5.0% Apr +9 ----- def ----- Armour +7 Defense +21 (+7 eff.) Fatigue +8% HP.reg +3.30 ---------- misc Stam/turn +2.50 Second Wind: (Instant) Puts all charms on 35 cooldown Level 6.5 Pwr.cost 35 out of 35/35. Range melee/personal Travel.spd instantaneous Description: Take a deep breath to recover 129 stamina. The stamina recovery improves with your Strength and Willpower. A suit of armour made of leather. |
cleansing iron plate armour of Eyal (0 def, 7 armour)17.0 T1 massive armor [Ego+] Nature/Disrupt While equipped: ----- def ----- Armour +7 Fatigue +22% Resists +11% nature +12% blight Max.HP +23.00 HP.reg +2.00 Heal.mod +11% A suit of armour made of metal plates. |
stralite plate armour of the deep (0 def, 16 armour)17.0 T4 massive armor [Ego+] Nature While equipped: ----- def ----- Armour +16 Fatigue +22% Resists +7% acid +9% cold ---------- misc Breathe water A suit of armour made of metal plates. |
stralite plate armour of the deep (0 def, 16 armour)17.0 T4 massive armor [Ego+] Nature While equipped: ----- def ----- Armour +16 Fatigue +22% Resists +10% acid +12% cold ---------- misc Breathe water A suit of armour made of metal plates. |
mummy wrappings (5 def, 2 armour)6.0 T4 mummy armor [Normal] While equipped: Stats +3 Mag dps ---------- Spell.pwr +9 (+2 eff.) Dmg.mod +15% cold +15% arcane +15% darkness ----- def ----- Armour +2 Defense +5 (+2 eff.) Fatigue +2% Resists -25% fire Decaying mummy wrappings. |
Chargeviper the stralite shield (0 def, 8 armour, 135.5 block)7.0 T4 shield armor [Rare] Psionic Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +6 Cun dps ---------- Mind.pwr +15 (+5 eff.) Res.pen +25% lightning On Hit (Melee): * 20% chance to reduce armor by 42% ----- def ----- Armour +8 Fatigue +8% Resists +10% mind ---------- misc Max.hate +4.00 Talents +1 Block Handheld deflection devices. |
Deflector (22 def, 11 armour, 230 block)7.0 T4 shield armor [Unique] Steamtech Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: ----- def ----- Armour +11 Defense +22 (+7 eff.) Fatigue +8% Phys.save +20 (+6 eff.) ---------- misc Talents +4 Block Knocks melee attackers away. Distance scales with damage incoming. The front plate of this shield vibrates at all times, covering some strange assembly you can't quite make sense of. |
Titanic (20 def, 18 armour, 320 block)7.0 T3 shield armor [Unique] Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: ----- def ----- Armour +18 Hardiness +20% Defense +20 (+7 eff.) Rng.Def +10 (+3 eff.) Fatigue +30% ---------- misc Talents +1 Block This shield made of the darkest stralite is huge, heavy and very solid. |
living stralite shield of resistance (0 def, 8 armour, 144 block)7.0 T4 shield armor [Ego++] Nature Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: ----- def ----- Armour +8 Fatigue +8% Resists +6% acid +10% cold +13% blight +9% fire +10% nature +5% lightning Max.HP +53.00 ---------- misc Talents +1 Block Handheld deflection devices. |
stralite shield of patience (0 def, 8 armour, 134.5 block)7.0 T4 shield armor [Ego+] Arcane Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: ----- def ----- Armour +8 Fatigue +8% Resists +11% temporal ---------- misc Talents +1 Block Temporal Shield: (Instant) Puts all charms on 30 cooldown Level 2.6 Pwr.cost 30 out of 30/30. Range 10 Travel.spd instantaneous Is a spell usable during Aether Avatar Description: This intricate spell instantly erects a time shield around the caster, preventing any incoming damage and sending it forward in time. Once either the maximum damage (340) is absorbed, or the time runs out (7 turns), the stored damage will return as a temporal restoration field over time (5 turns). Each turn the restoration field is active, you get healed for 10% of the absorbed damage (Aegis Shielding talent affects the percentage). The shield's max absorption will increase with your Spellpower. Handheld deflection devices. |
stralite shield of shrapnel (0 def, 8 armour, 139 block)7.0 T4 shield armor [Ego+] Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: dps ---------- On shield block: * Cause enemies within radius 6 to bleed for 174 physical damage over 5 turns (1/turn) ----- def ----- Armour +8 Fatigue +8% ---------- misc Talents +1 Block Handheld deflection devices. |
Greenstun the quiver of elven-wood arrows (18/18, 168% power, 14 apr)3.0 T4 arrow ammo Reqs Dex 35 [Rare] Master Power 169% Range: 1.4x Uses 50% Mag, 42% Cun Dmg Physical Mastery Strength of Purpose Acc+ +0.3% crit chance (max 25%) Apr +14 Crit +2.5% Capacity 18 On Hit.r1 +20 nature +20 cold On Crit.r2 +20 nature +8 cold On Hit: * 20% chance to slow global speed by 53% Arrows are used with bows to pierce your foes to death. |
Strikestalker the quiver of elven-wood arrows (20/20, 157% power, 14 apr)3.0 T4 arrow ammo Reqs Dex 35 [Rare] Nature Power 158% Range: 1.4x Uses 50% Mag, 42% Cun Dmg Physical Mastery Strength of Purpose Acc+ +0.3% crit chance (max 25%) Apr +14 Crit +2.5% Capacity 20 Ranged+ +20 lightning +36 cold +20 mind On Hit.r1 +20 mind On Crit.r2 +12 lightning +9 cold On Hit: * 20% chance to reduce all saves and defense by 26 Arrows are used with bows to pierce your foes to death. |
barbed quiver of elven-wood arrows of grasping (18/18, 173% power, 14 apr)3.0 T4 arrow ammo Reqs Dex 35 [Ego++] Nature/Master Power 174% Range: 1.4x Uses 42% Cun, 50% Mag Dmg Physical Mastery Strength of Purpose Acc+ +0.3% crit chance (max 25%) Apr +14 Crit +16.5% Capacity 18 On Hit: * 20% chance to create vines that bind the target to the ground dealing 213 nature damage and pinning them for 3 turns On Crit: * Wound the target dealing 174 physical damage across 5 turns and reducing healing by 50% Arrows are used with bows to pierce your foes to death. |
flaming quiver of elven-wood arrows of grasping (21/21, 156% power, 14 apr)3.0 T4 arrow ammo Reqs Dex 35 [Ego+] Arcane/Nature Power 157% Range: 1.4x Uses 42% Cun, 50% Mag Dmg Physical Mastery Strength of Purpose Acc+ +0.3% crit chance (max 25%) Apr +14 Crit +2.5% Capacity 21 On Hit.r1 +12 fire On Hit: * 20% chance to create vines that bind the target to the ground dealing 213 nature damage and pinning them for 3 turns Arrows are used with bows to pierce your foes to death. |
5 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
596 alchemist agate0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
8 onyx0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
9 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
8 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+1 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
6 opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
6 sapphire0.0 T4 blue gem [Normal] While equipped: Defense +8 (+3 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+3 eff.) Mind.save +8 (+2 eff.) Item imbue powers: Defense +8 (+3 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+3 eff.) Mind.save +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
7 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
iron pickaxe (dig speed 36 turns)3.0 T1 digger tool [Normal] While equipped: Stats +1 Str While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
2 emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
3 jade0.0 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
7 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+0 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
2 turquoise0.0 T4 green gem [Normal] While equipped: Res.pen +10% all Acc +10 (+4 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+4 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Dúathedlen Heart1.0 T4 lite [Unique] Arcane While equipped: Stats +5 Mag dps ---------- Phys.pwr +7 (+3 eff.) Melee+ 20 darkness ----- def ----- Resists +30% light Res.Cap +10% light ---------- misc Light -1000 Infravis +7 Masteries +0.20 Cunning/Stealth +0.20 Cursed/Darkness On Spell Hit: 15% Invoke Darkness 4 The heart seems to absorb light when you deal darkness damage. Standing on unlit tiles, you feel stronger. This dark red heart still beats despite being separated from its owner. It also snuffs out any light source that comes near it. |
Poredhera2.0 T1 lite [Rare] Nature While equipped: Stats +2 Str +1 Dex +3 Con ----- def ----- Max.HP +41.00 ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Summertide Phial1.0 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(81 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
Turibar2.0 T1 lite [Rare] Psionic While equipped: dps ---------- Crit.mult +20.00% Spell.pwr +3 (+0 eff.) Dmg.mod +12% blight On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 32 ----- def ----- Spell.save +6 (+2 eff.) Mind.save +7 (+2 eff.) ---------- misc Light +3 See.Stealth +9 See.Invis +8 Telepathy Demon/Major Humanoid/Orc Demon/Minor A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
alchemist's lamp1.0 T3 lite [Normal] While equipped: ---------- misc Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
dwarven lantern 'Blastsin'1.0 T5 lite [Rare] Psionic While equipped: dps ---------- Dmg.mod +6% lightning +6% cold +6% darkness Melee Ret 2 lightning ----- def ----- Resists +9% lightning +3% darkness Mind.save +7 (+2 eff.) ---------- misc Light +5 See.Stealth +17 See.Invis +9 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Crystal Focus0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
Orb of Many Ways1.0 orb [Plot Item] Unknown Activate a portal. Uses 10 power out of 30/30 The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
Automated Portable Extractor0.0 power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 0 power out of 1000/1000 The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
Petrified Wood0.0 T4 red gem [Unique] Nature While equipped: Stats +25 Con Resists +10% cold +25% nature +10% darkness Crit.dmg- 23.00% Item imbue powers: Stats +25 Con Resists +10% cold +25% nature +10% darkness Crit.dmg- 23.00% Latent Damage Type: Fire A piece of the scorched wood taken from the remains of Snaproot. |
8 garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
3 ruby0.0 T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Gwai's Burninator2.0 T3 rod charm [Unique] Arcane Shoot a cone of flames (radius 5) for 198.63 fire damage (based on Magic). Uses 50 power out of 75/75 Gwai, a Pyromanceress that lived during the Spellhunt, was cornered by group of mage hunters. She fought to her last breath and is said to have killed at least ten people with this wand before she fell. |
Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Issodorath (21/21, 178% power, 5 apr)3.0 T4 shot ammo Reqs Dex 35 [Random Unique] Master Power 178% Range: 1.2x Uses 0% Mag, 92% Cun Dmg Physical Acc+ +0.2% base dam (max 20%) Acc +15 Apr +5 Crit +16.5% Capacity 21 Proj.spd +200% On Crit.r2 +20 physical On Crit: * Wound the target dealing 174 physical damage across 5 turns and reducing healing by 50% While equipped: ---------- misc Reload +4 Shots are used with slings to pummel your foes to death. |
barbed pouch of stralite shots (17/17, 163% power, 5 apr)3.0 T4 shot ammo Reqs Dex 35 [Ego+] Master Power 163% Range: 1.2x Uses 92% Cun, 0% Mag Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +5 Crit +14.5% Capacity 17 On Crit: * Wound the target dealing 174 physical damage across 5 turns and reducing healing by 50% Shots are used with slings to pummel your foes to death. |
barbed pouch of voratun shots of accuracy (23/23, 176% power, 6 apr)3.0 T5 shot ammo Reqs Dex 48 [Ego+] Master Power 177% Range: 1.2x Uses 92% Cun, 0% Mag Dmg Physical Acc+ +0.2% base dam (max 20%) Acc +12 Apr +6 Crit +17.0% Capacity 23 On Crit: * Wound the target dealing 174 physical damage across 5 turns and reducing healing by 50% Shots are used with slings to pummel your foes to death. |
hateful pouch of stralite shots (19/19, 152% power, 5 apr)3.0 T4 shot ammo Reqs Dex 35 [Ego+] Psionic Power 152% Range: 1.2x Uses 92% Cun, 0% Mag Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +5 Crit +5.5% Capacity 19 Ranged+ +9 darkness Against +12% Living Shots are used with slings to pummel your foes to death. |
steel torque of psionic shield 'Salath' [power 53] (25 cooldown)2.0 T2 torque charm [Random Unique] Psionic While equipped: Stats +1 Wil dps ---------- On Hit (Melee): * 10% chance to slow global speed by 53% ----- def ----- Resists +3% lightning Mind.save +6 (+1 eff.) ---------- misc Hate/m.crit +1.00 Setup a psionic shield, reducing all damage taken by 53 for 5 turns Puts all charms on 25 cooldown 100% to increase all damage penetration by 14% for 2 turns. 100% to increase all damage by 14% for 2 turns. 100% to reduce fatigue by 28% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
elm totem of healing [power 72] (15 cooldown)2.0 T1 totem charm [Ego] Nature Heals yourself and all friendly characters within 10 spaces for 72 Puts all charms on 15 cooldown Natural totems are made by powerful wilders to store nature power. |
9 amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
ash wand of shielding 'Beraharakor' [power 144] (20 cooldown)2.0 T2 wand charm [Rare] Arcane While equipped: dps ---------- Mind.pwr +6 (+2 eff.) ----- def ----- Resists +3% blight +1% physical Mind.save +6 (+1 eff.) ---------- misc Equi/ret +0.12 Create a shield absorbing up to 232 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 cooldown 100% to reduce 1 talent cooldowns by 2. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
overpowered elm wand of lightning storm [power 136] (21 cooldown)2.0 T1 wand charm [Ego] Arcane Create a radius 3 storm for 5 turns. Each turn, creatures within take 21 lightning damage and will be dazed for 1 turn (107 total damage) Puts all charms on 21 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
piercing elven-wood wand of shielding [power 312] (20 cooldown)2.0 T4 wand charm [Ego+] Arcane Create a shield absorbing up to 503 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 cooldown 100% to increase all damage penetration by 15% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
yew wand of conjuration 'Isutta' [power 240] (15 cooldown)2.0 T3 wand charm [Rare] Arcane While equipped: dps ---------- Crit.mult +15.00% Phys.pwr +8 (+3 eff.) Dmg.mod +9% mind ----- def ----- Resists +9% mind +1% physical Die.at -40.00 life Fire a magical bolt dealing 240 acid damage Puts all charms on 15 cooldown 100% to heal for 33. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
2 moonstone0.0 T5 white gem [Normal] While equipped: Defense +10 (+3 eff.) Phys.save +10 (+3 eff.) Spell.save +10 (+4 eff.) Mind.save +10 (+2 eff.) Item imbue powers: Defense +10 (+3 eff.) Phys.save +10 (+3 eff.) Spell.save +10 (+4 eff.) Mind.save +10 (+2 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
pearl0.0 T5 white gem [Normal] While equipped: Armour +5 Resists +5% all Item imbue powers: Armour +5 Resists +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
4 quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
3 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
6 citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
4 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Bringer of Doom (Insane (Roguelike) difficulty)
Killed a Bringer of Doom.By Elefur the Yeek Adventurer level 6
1st Mirth 122nd year of Ascendancy at 12:31 see stats
Demonic Invasion (Insane (Roguelike) difficulty)
Stopped a demonic invasion by closing their portal.By Elefur the Yeek Adventurer level 38
22nd Dusk 122nd year of Ascendancy at 04:24 see stats
Dragon's Greed (Insane (Roguelike) difficulty)
Amassed 8000 gold pieces.By Elefur the Yeek Adventurer level 35
16th Dusk 122nd year of Ascendancy at 15:44 see stats
Exterminator (Insane (Roguelike) difficulty)
Killed 1000 creatures.By Elefur the Yeek Adventurer level 24
9th Flare 122nd year of Ascendancy at 09:09 see stats
Infinite x10 (Insane (Roguelike) difficulty)
Got to level 10 of the infinite dungeon.By Elefur the Yeek Adventurer level 16
10th Mirth 122nd year of Ascendancy at 21:32 see stats
Infinite x20 (Insane (Roguelike) difficulty)
Got to level 20 of the infinite dungeon.By Elefur the Yeek Adventurer level 28
4th Dusk 122nd year of Ascendancy at 01:47 see stats
Infinite x30 (Insane (Roguelike) difficulty)
Got to level 30 of the infinite dungeon.By Elefur the Yeek Adventurer level 37
19th Dusk 122nd year of Ascendancy at 21:51 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Elefur the Yeek Adventurer level 10
5th Mirth 122nd year of Ascendancy at 03:10 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Elefur the Yeek Adventurer level 20
3rd Flare 122nd year of Ascendancy at 13:55 see stats
Level 30 (Insane (Roguelike) difficulty)
Got a character to level 30.By Elefur the Yeek Adventurer level 30
6th Dusk 122nd year of Ascendancy at 15:47 see stats
Level 40 (Insane (Roguelike) difficulty)
Got a character to level 40.By Elefur the Yeek Adventurer level 40
25th Dusk 122nd year of Ascendancy at 03:10 see stats
Size is everything (Insane (Roguelike) difficulty)
Did over 1500 damage in one attack.By Elefur the Yeek Adventurer level 42
28th Dusk 122nd year of Ascendancy at 18:36 see stats
Size matters (Insane (Roguelike) difficulty)
Did over 600 damage in one attack.By Elefur the Yeek Adventurer level 15
10th Mirth 122nd year of Ascendancy at 13:58 see stats
The Restless Dead (Insane (Roguelike) difficulty)
Disturbed an old battlefield and survived the consequences.By Elefur the Yeek Adventurer level 34
13rd Dusk 122nd year of Ascendancy at 14:41 see stats
Treasure Hoarder (Insane (Roguelike) difficulty)
Amassed 3000 gold pieces.By Elefur the Yeek Adventurer level 26
1st Dusk 122nd year of Ascendancy at 05:12 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Elefur the Yeek Adventurer level 16
10th Mirth 122nd year of Ascendancy at 21:32 see stats
Log
Elefur reflects damage back to Vor, Grand Geomancer of the Pride!
Vor, Grand Geomancer of the Pride's cleansing fire area effect hits Elefur for (10 resist armour), (117 absorbed), 0 fire (0 total damage).
Vor, Grand Geomancer of the Pride's cleansing fire area effect hits Elefur for (10 resist armour), (75 to bones), 0 fire (0 total damage).
Elefur hits Vor, Grand Geomancer of the Pride for 117 reflected damage.
Elefur casts Chain Lightning.
Elefur's spell attains critical power!
Elefur is surging arcane power.
Elefur hits Vor, Grand Geomancer of the Pride for 579 lightning damage.
Burning from Vor, Grand Geomancer of the Pride hits Elefur for (10 resist armour), (133 to bones), 0 fire (0 total damage).
Vor, Grand Geomancer of the Pride uses Pride of the Orcs.
Vor, Grand Geomancer of the Pride receives 359 healing from Pride of the Orcs.
Vor, Grand Geomancer of the Pride casts Fireflash.
Vor, Grand Geomancer of the Pride's spell attains critical power!
Elefur is no longer surging arcane power.
Vor, Grand Geomancer of the Pride's cleansing fire area effect hits Elefur for (10 resist armour), (117 to bones), 0 fire (0 total damage).
Vor, Grand Geomancer of the Pride's cleansing fire area effect hits Elefur for (10 resist armour), 75 fire (75 total damage).
Vor, Grand Geomancer of the Pride calms down.
Talent Lightning is ready to use.
Elefur shares damage with her guardian!
Burning from Vor, Grand Geomancer of the Pride hits Elefur for (10 resist armour), (40 shared), 45 fire (45 total damage).
Vor, Grand Geomancer of the Pride casts Flame.
Elefur's temporal clone reacts immediately after taking severe wounds!
Elefur reacts immediately after taking severe wounds!
Elefur is stunned!
Elefur's temporal clone is stunned!
Vor, Grand Geomancer of the Pride roars triumphantly.
Vor, Grand Geomancer of the Pride surges with fiery power!
Saving game...











































































































































































